Monsters and Combat

The world teems with creatures both wondrous and terrible. From the smallest goblin to ancient dragons that can destroy cities with their breath, these beings challenge adventurers not just with tooth and claw, but with cunning, magic, and alien intelligence. Understanding your foesβ€”their habits, their weaknesses, their desperate fury when corneredβ€”is often the difference between triumph and becoming another cautionary tale whispered in taverns.

Initiative and Insight

Combat flows in alternating rounds, the party acts as one, then all monsters act together. This creates a dynamic where teamwork and tactical coordination become paramount.

Rolling Initiative

At the start of each encounter, each party member rolls a d6, the two highest d6 are used as the result of the roll, with the following modifiers:

Monster Actions

At the start of the round the GM rolls a single d6, this determines the actions of the monsters for the round. Compare the party Insight to the monster's move Insight DC:

Monster Tags

Similar to Equipment or Spells, monsters use a tag system to define their nature, capabilities, and behavior. These tags provide quick reference for special abilities, weaknesses, and tactical considerations.

Size Tags
Organization Tags
Classification Tags
Behavior Tags
Special Ability Tags

Monster Statistics

All monsters have the following core statistics:

Attributes: Like player characters, monsters have six attributes with modifiers.

Hit Points: The energy, focus, and ability to avoid serious harm a monster can sustain before being defeated.

Armor: Reduces incoming damage, functions identically to player armor.

Instinct: The driving motivation that guides the monster's behaviors and tactics.

Moves: Most monsters have a few moves, each corresponding to a range on the d6 roll.

Threat: A measure of their Aπœ“ (Aetheric Pressure) as a measure of the scale of their capabilities.

Sample Monsters

Goblin Scout

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Goblin Scout

Small, wiry creatures with oversized ears and darting yellow eyes. They wear mismatched scraps of leather and carry crude weapons, always seeming to be listening for something in the distance.

Tags: Small, Humanoid, Pack, Cunning, Stealthy


HP Armor Threat
4 1 Aπœ“ ~ 1
STR DEX CON INT WIS CHA
-1 +2 0 0 +1 0

Instinct To survive and report back to the tribe


Active Moves

1 – 4 Cowardly Strike (DC 11) Attack for 1 damage, then attempt to move away.
5 – 6 Call for Help (DC 8) Attempt to alert nearby goblins to join combat.
Tharassan Wolf

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Tharassan Wolf

Lean predators with silver-gray fur and intelligent amber eyes. Their movements are fluid and coordinated.

Tags: Medium, Beast, Pack, Aggressive


HP Armor Threat
6 0 Aπœ“ ~ 1
STR DEX CON INT WIS CHA
+1 +2 +1 -2 +2 -1

Instinct To hunt in coordination with the pack.


Active Moves

1 – 4 Bite (DC 10) Attack for 2 damage.
5 – 6 Flank (DC 12) Pack gains +1 Armor until next turn. Additionally pack deals +1 damage next turn.
Skeleton Warrior

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Skeleton Warrior

Ancient bones held together by dark magic, still wearing the tattered remnants of military regalia. Empty eye sockets burn with pale flame, and rusty weapons move with remembered skill.

Tags: Medium, Reanimated, Mindless, Regenerating


HP Armor Threat
8 2 Aπœ“ ~ 2
STR DEX CON INT WIS CHA
+1 +1 +2 β€” -2 -2

Instinct To follow commands without question


Active Moves

1 – 3 Longsword (DC 10) Attack for 3 damage.
4 – 6 Shield Bash (DC 12) Attack for 2 damage, Forceful.

Triggered / Passive Moves

Undying Does not permanently die when at 0 HP, and will reform from scattered bones unless fully destroyed. Scattered bones can be smashed, or if defeated with Holy damage.

Dryad Guardian

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Dryad Guardian

A beautiful figure with bark-like skin. Flowers bloom in her hair, and her eyes hold a deep wisdom.

Tags: Medium, Fey, Solitary, Magical, Intelligent, Protective


HP Armor Threat
10 0 Aπœ“ ~ 2
STR DEX CON INT WIS CHA
0 +3 +1 +1 +3 +3

Instinct To protect her grove at any cost.


Active Moves

1 – 3 Entangling Roots (DC 12) Target makes a +DEX saving throw (9+) or cannot move, it takes 1 ongoing damage until freed.
4 – 5 Charming Gaze (DC 15) Target must roll a +WIS saving throw _(10+) _or be compelled to protect the dryad.
6 Nature's Wrath (DC 10) All enemies within a near area take 3 damage from writhing thorns.

Triggered / Passive Moves

One with Nature While in natural terrain, cannot be surprised and gains +2 to all saving throws.
Forest Step Can teleport between trees up to far range when moving as if it were near range.

Earth Elemental

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Earth Elemental

A towering figure of living stone and soil. It's movement gives a deep rumbling, each step causing minor tremors in the ground.

Tags: Large, Elemental, Solitary, Armored, Earth Resistant


HP Armor Threat
14 4 Aπœ“ ~ 3
STR DEX CON INT WIS CHA
+3 -1 +3 0 +2 -1

Instinct To protect the natural order and earth.


Active Moves

1 – 3 Boulder Fist (DC 15) Attack for 5 damage, Forceful.
4 Tremor (DC 12) All creatures in far range touching the ground take 2 damage and make a +DEX saving throw (10+) or fall prone
5 – 6 Stone Spears (DC 14) Ranged attack, for 2 damage to up to 3 targets as stone erupts beneath them.

Triggered / Passive Moves

Earthmeld Can sink into natural earth or stone as if it were water. While merged, cannot be targeted but also cannot use active moves.
Earth Resistance Takes 2 less damage and gets +1 to saving throws against effects with Earth alignment.

Ignaran Blade

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Ignaran Blade

A towering figure of crackling flames, the air around it shimmers with heat, and nearby flames dance higher. It holds a twisting sword of intense flame.

Tags: Large, Elemental, Solitary, Flying, Fire Resistant


HP Armor Threat
18 2 Aπœ“ ~ 4
STR DEX CON INT WIS CHA
+4 +2 +2 +1 +3 +1

Instinct To protect and spread the flames of Ignareth.


Active Moves

1 Burning Sky (DC 15) Superheat the air, all creatures take 4 damage Ignore Armor
2 – 4 Flaming Blade (DC 18) Attack for 6 damage to a target, it is set ablaze taking 1 ongoing damage until extinguished.
5 – 6 Searing Slash (DC 17) Ranged attack, for 4 damage to a target, Ignore Armor.

Triggered / Passive Moves

Fire Resistance Takes 4 less damage and gets +2 to saving throws against effects with Fire alignment.